Rugby Field - dimensions : layout : remember, be confident Rugby Field The rugby field (pitch) step by step. Markings and explanations. Look and understand. Get the complete picture so you will remember. Main features of the layout of the field Main features of a rugby field Colours highlight main features Red - dashed line, distance from touch line to the front of a lineout. Orange - between dashed lines, maximum length of lineout Purple - dashed line, minimum distance for kick-off/restart kicks Black - dashed line, distance from goal-line of 5-metre scrums Grey - from goal-line to 22-metre line is the 22-metre area Blue - goal-line to dead-ball line, in-goal area where tries are scored For more details continue to "Ground area", then "Next step" or just select a topic...or simply scroll down! Lines and areas of the field The Ground Area "Rugby ground" is the area of land where the field/pitch is laid out. It should be grass but other surfaces which are not hard are allowed. Rugby grounds include the field and the area closely surrounding it. There's a touch-line along each side and a dead-ball line at each end.

These are important lines. If the ball or a player carrying the ball touches any of these lines (or anything or anyone outside these lines) the ball is out of play. The game stops and must be re-started. The halfway line divides the field into two equal halves. Two teams play. Each team defends one half and attacks the other. At half time the teams swap ends. Position of the half-way line Yes it`s in the middle! But it`s relative. No matter what the field dimensions are, the half-way line is drawn so that it is exactly mid-way between the goallines. This means on a pitch that is 100m long it is 50m from the halfway line to the goalline. On a pitch that is only 80m long, it is only 40m from the halfway line to the goalline. This is an important difference because you often make decisions based on where you are on a field - on knowing how far and how fast you can run or how far you can kick. Basing your decisions on the assumtion you are 50m from goal (because you are on the halfway line), when it`s only 40m could have unwanted consequences.

There is a goal-line for each half of the field. At the centre of each goal-line is a set of goal posts. In-goal area The goal line and the area behind it are called the "in-goal area". In-goal area You score "tries" in their in-goal area, which... is the goal-line itself........TRY! is the ground behind the goal-line.......TRY! is the goal posts and any padding.......TRY! EXCLUDES the touch-line behind the goal-line NO try!!!!!! EXCLUDES - the dead ball line..NO try!!!!!! The touch-line behind the goal-line is called the touch-in-goal line Size of the in-goal area The in-goal area has no set dimensions. It is always the same width as the whole field. The depth may vary. The actual depth may depend on the amount of space available or on the preferences of the home team. The maximum depth of the in-goal area is 22 metres. The law says it must be a minimum of 10 metres "where practical". It can make a big difference when you attempt to score tries. With deep in goal areas you can even use evasion techniques (rugby sidesteps) to get a try nearer the posts.

This will make it easier for the player taking the place kick to convert the try and score more points. Check the field you are about to play on. If your team regularly scores tries by kicking into the in-goal area using rolling grubber kicks then running in to ground the ball, you may be affected by a smaller than usual in-goal area. The field of play is the part of the field with the touch-lines along the sides and goal lines across the ends. 22 Metre line and 22 area 22 metre line 22 Metre line, one for each end 22 metre area 22 metre areas Lines 22 metres out from the goal-lines in each half show the "22 areas". "22 areas" are made up of the 22 metre lines themselves the ground behind the 22 metre lines back to the goal-lines but EXCLUDES the goal-lines themselves Sometimes the game restarts with a drop kick from within the 22 area. It must simply cross the 22-metre line. This line can also be important when "kicking for touch". The ball may be kicked "into touch" (across either touch-line) from anywhere on the field.

It's a way of moving forward, gaining ground during normal play. If you kick from behind your 22-metre line the game restarts where the ball crosses the touch-line. It's different if the kick is from in front of your 22-metre line. If the ball bounces on the ground before going into touch the game restarts where the ball crosses the touch-line. If the ball doesn't bounce (called "out on the full") the game restarts in line with where the ball was kicked. If the kicking team took the ball back behind the 22-metre line before the kick, it is treated as though the kick was from outside the 22-metre line. You restart play with a lineout . If you put the ball into touch, they throw the ball into the lineout. If they did, you throw. You may also kick for touch when awarded a penalty. No matter where you kick from, a lineout takes place where the ball crosses the touchline and you get the throw. You often kick for touch with a spiral punt kick from inside the 22 area.

Outside the 22 you sometimes kick for touch with a bouncing grubber kick to make sure it touches the ground before going in to touch. Find out more about the different types of kick when you visit the kicking skills pages. 10 Metre Line 10 metre lines, one for each half In rugby games, you start play (and restart after points are scored) with a kick-off using a drop kick from the centre of the halfway line towards the opposition who are waiting in their half of the field. The ball must travel at least 10 metres beyond the halfway line. It may touch the ground, but it must go the 10 metres away from halfway. So this can be easily judged a dashed line is placed 10 metres from halfway, both sides of the halfway line. 5 and 15 metre lines 5 metre front of lineout line Front of lineout, dash line Play stops when the ball goes "into touch" (across a touch-line). You restart play with a lineout . This line shows the minimum 5metre distance the ball must travel to the front of the lineout.

15 metre rear of lineout Rear of lineout, dash line Players taking part in a lineout must stand within 15 metres of the touch line. The rear of the lineout lines (one at each side of the field) show the maximum length of the lineout. In some cases scrums, penalties or free kicks are to be 15 metres in from the touch-line. These lines show where that is. 5 Metre line out from goal-line, dash line 5 metres out from goal-lines, dash lines Sometimes a penalty or scrum will be awarded and must take place 5 metres from the goal-line, in line with a point along the goal-line decided by the match official. These lines indicate the required distance from the goal-line. Width of lines seems to range from 5cm to 15cm. I've searched for an 'official' line width, but without success. Here they suggest a width of 5cm but I decided to find out myself. Concord Oval is home to the West Harbour Pirates and Googee Oval is home to Randwick. Both teams play in the premier Sydney competition, the Shute Shield. I measured the lines at both grounds.

They were both aapproximately 15cm wide. So the answer seems to be whatever suits the ground(staff!) :) On a school field 5cm is probably appropriate but on major grounds 15cm looks very good. I was lucky enough to see the groundstaff mark out Concord Oval and made a short video which is on our Facebook page Strictly speaking, for a maximum size field... the touch lines should be in addition to the 70m width of the pitch the goal-lines would be in addition to the 100m length of the field of play the dead ball lines should be in addition to the 144m length of the whole field (100m field of play + 2 x 22m in-goal areas) For practical reasons it appears that measurements are made and whatever line is required is produced by a machine straddling the measured position of the line. This means, say, that the field of play is 100m minus half the width of each of the two goal-lines. That is 100m - 2 x 7.5cm. How you will remember the lines You may not think viewing the field as a whole is easy.

Take it apart, see a bit at a time, put it back together as you have and you know you will remember the layout You could practice when you have spare moments. Close your eyes, picture each part. See how it all fits together. Move around, change direction, go all over. See the lines you know. Think about the rules that apply and remember. You can use rugby sidesteps anywhere! NOTE the dashed lines as shown have many dashes so they are easy to remember. The dashed lines actually on the field are in the places shown, but have fewer dashes. Next step ... Previous step ... Return to Select a topic Rugby field dimensions Dimensions do vary, more so in lower grades. Check out the field, does it measure up? How it might affect your game and the result Field dimensions in metres Dimensions must be as close as possible to the figures given above. No minimum figures are given. If you want to see the actual official dimensions you`ll find them at World Rugby Law 1 The Ground Length The maximum length of the "field of play" is 100 metres. That`s the distance between the two goal lines. You know what your maximum sprint distance will be!

Take field length and field position into account when you decide on your next actions. You can break a defence with a sidestep but it is best to do it near their end of the field so you are likely to get a try and there is less chance of being run down after you have made the break. That`s not to say you can`t put a few together and go the length of the field. Even one may be enough if you have the speed to keep clear of chasing defenders or have a speedy player backing you up. At higher levels in the sport the length would usually be the maximum. At lower levels it may be worth checking the dimensions of the field you are about to play on. Length variations are likely to be small, but could affect the quality of your decisions and accuracy of your kicks both in general play and shots for goal. The chip kick in behind the defence may not be as easy on a shorter pitch because the fullback will have less ground to cover. The 10 metre line is relative to the half-way line. If you`re playing away and you`re on the opposition 10 metre line you may be 5 to 10 metres closer to or further from the opposition try-line than on your home ground.

Width The maximum width of the field is 70 metres. Again at lower levels it may be worth checking the dimensions of the field you are about to play on. Fields significantly narrower or wider than you are used to could really affect your game and you should be aware of how the pitch you are about to play on compares with your own. On a narrower field you may feel cramped. The amazing jink may come in more useful. If you are used to using wide open spaces to run around the opposition you`ll have to straighten your attack. But you`ll find it easier to defend. On a wider field, be aware. There`ll be more ground to cover in defence. In attack you`ll be used to having to run straight on a narrower field and will probably use the extra width well. Maybe one of your bouncing grubber kicks put through the defence would be easier and more useful than usual. Perimeter The 'perimeter area' is a strip of ground surrounding the playing area, if possible at least 5 metres wide. This area is there to prevent injury when players are tackled into touch or end up running off the pitch. 'Perimeter' could also mean the edges.

You may want to know the distance round the perimeter so you know how far you`ve run each time you do a lap. Running around a fairly typical field you would run... 2 lengths of the field (2 x 100m) 4 times the depth of the ingoal area (4 x 10m) 2 widths of the field (2 x 70m) That makes a total of 200m + 40m + 140m = 380m A full size pitch with 22m ingoal areas would add 48m, total 428m. Area You find the area of the field by multiplying length by width. A typical length is 100m for the field of play plus the depth of the ingoal areas at both ends of the field, say 10m each - total 120m. The width is typically 70m so the area = 120m x 70m = 8400 sq m.

A full size pitch (22m ingoal) would be 144m x 70m = 10080 sq m. Rugby Posts Dimensions include the posts - 5.6 metres wide. The top edge of the cross bar is 3.0 metres from the ground. The minimum height of the posts is 3.4 metres. We used to call the goal posts "the sticks" "He/she sidestepped the fullback and put the ball down under the sticks". The posts and any padding are part of the ingoal area. You can score a try by grounding the ball against the posts. In rugby kicking, for you to score points from any type of goal (conversion, penalty or drop goal) the ball must pass over the cross bar and between the posts. Here`s a video clip where the ball did just that before being blown back over by the wind. The points were awarded - because it had gone over. Would you believe it! "Pitch" is a word with many meanings! Put it together with "rugby" and it narrows it down a lot.

Search through the World Rugby document "Laws of the game Rugby Union" and there is only one mention of "pitch". They describe rugby traditions of opposing teams enjoyment of each others company away from the actual game of rugby. As they say, "away from the pitch". Everything else about the rules of rugby or the laws of the game of rugby is described in terms of the "field" or "the field of play". Growing up I always used the term "pitch". I recently started using "field" and I`m wondering why! What comes to mind is this. I grew up playing school rugby at a large school for boys. The Rugby First XV played matches on the single rugby field at school. Although I would still have called it the pitch. The rest of us went to the other, distant "playing fields" where a large number of places to play rugby were marked out, all fairly close to each other. Because there were so many of them to talk about and identify our "rugby field" was not possible. We talked about which "pitch" we were on in the same way other people talk about pitches meaning the particular bit of a larger area that has been allocated to them.

Here I`m thinking of street performers, book-makers, market stall-holders, campers and similar people with pitches.That`s my theory! The Game – Talk Rugby Union Try of the Century Try (5 points) When an attacking player grounds the ball in the opposition’s in-goal. A conversion kick is also awarded to the offensive team. Penalty try (5 points) Awarded by the referee when foul play prevented a ‘probable’ try. Treated as though the try was scored between the goal posts. Conversion (2 points) An opportunity to kick at goal awarded to a team after scoring a try. May be a place kick or drop kick, and is taken on line with where the try was scored. Penalty goal (3 points) A successful kick at goal, with the ball soaring between the posts and over the crossbar. Taken where the penalty was awarded or, in case of certain infractions, in front of the goal posts. Should a kick at goal hit the post or crossbar then the ball is in play and active. However, the ball must not be touched by a team mate or the ground for a goal to be scored.

For kicks at goal, all the kicker’s team must be behind the ball, and all the opposition must be on their goal line and not overstep until the kicker moves to strike. They may then charge but cannot shout during the kick. Any infraction will mean another chance is given to the kicker, if he/she missed. Foul play Defined as anything against ‘the letter and spirit of the Laws of the Game’. Type of foul play fall into various categories: Obstruction – All result in a penalty kick being awarded to the opposition. Charging or Pushing – When two players go for the ball and the challenge is not shoulder-to-shoulder. Running in front of a ball carrier – By a teammate in order to block off any tackles on the carrier. Blocking the tackler – Similar to above. Preventing the ball carrier from being tackled fairly. Blocking the ball – Standing or moving somewhere to prevent the ball being played. Ball carrier running into a teammate at a set piece – Comes under the same category and usually done after a ruck, scrum, maul or lineout for protection from opposition tacklers. Flanker obstructing opposition scrum half – Preventing him/her from moving around the scrum.

Unfair play If considered intentional, a caution or a sending off may be necessary. A caution means temporary suspension for 10 minutes playing time. If another offence follows by the same player, it must be a sending-off. Included are the following offences: Time wasting – A free-kick is awarded to the opposition as a result. Throw into touch – Includes the touch-in goal and dead-ball line. If in-goal, then a penalty is awarded 5 metres from the goal line. Kick is awarded on the 15 metre line if the offence takes place between there and the touchline. Otherwise, the penalty is awarded where it occurred. Repeated infringements Always results in a penalty kick and means a caution, after warnings to the player. Dangerous play and misconduct (All result in a penalty kick being awarded to the opposition) Punching or Striking Misconduct while the ball is out of play Late charging the kicker Tripping Dangerous tackling (early or late, above the shoulder line, or with a ‘stiff-arm’ (meaning a strike), or tackling anyone whose feet are off the ground) Tackling the jumper in the air Sanctions for foul play Verbal warning – Given to an individual by the referee.

Yellow card – Means a temporary suspension. Sending off – Means a player can take no further part in the match. Offside and onside To be offside is to be in front of a teammate with the ball or in front of whoever last played the ball on your team. An offside player is only penalised for being offside when he/she interferes with play though, either by trying to play the ball or obstructing the flow of the match. Being put onside There are numerous ways for an offside player to be put onside again, either by his/her teammates, the opposition or by his/her own actions: Movement by the player – Re-positioning behind the last teammate who played the ball. Movement by a teammate – Someone carrying the ball moves in front of the offside player. Action by the kicker – The same thing; moving forward from an onside position. Running forward – By anyone in an onside position.

The opposition moves 5 metres with the ball The opposition kicks or passes the ball 5 metres The opposition touches the ball intentionally without holding on 10 metre law Essentially, an offside player must be 10 metres or more away from an opponent after the ball is kicked forward, or he will concede a penalty kick for interference. This is only disregarded if the opposition charges down the kick. Accidental offside Should a player interfere with play in an offside position unintentionally, a scrum is awarded to the opposition (if the offside player’s team gains an advantage). Knock on or throw forward Defined as a loss of possession and the ball moves forward as a result of contact with the arm or hand. The only possible exception to this offence is in the case of a charge down (running at the kicker and throwing yourself at the ball) when the ball subsequently goes forward. A throw forward is largely self-explanatory, but it does not include the ball bouncing forward (e.g. if you throw a pass which goes astray and the ball bounces forward). Unintentional knock on A scrum is awarded to the opposition.

Unintentional knock on at a lineout A scrum is awarded to the opposition, but 15 metres from the touchline. Knock on or throw forward in the in-goal A scrum to the opposition on the perpetrator’s 5 metre line and 5 metres from the touchline. Intentional knock on or throw forward A penalty kick is awarded to the opposition. Kick off and restart kicks Both the kick off and the restart kick (taken after points are scored by the team who conceded) are taken on the halfway line. The kick off is decided by a coin toss and whoever received the kick off in the first-half takes the kick in the second period. During both kicks, all the kicker’s team must be behind the ball and the opposition must all be behind their 10 metre line. The kick must reach or go beyond that line or the opposition can choose a scrum at the centre with their put in. Similarly, the ball must land in the field of play or the opposition can choose what to do (accept the lineout, have the kick retaken or accept a scrum with their put in). It also must not go in the in-goal and be touched down or go dead.

The drop out When the ball is made dead in the in-goal or past the dead-ball line. Means a drop kick by the defending team anywhere on or behind the 22 metre line, which must go past the 22 metre line and land in the field of play. For a drop out, the kicker’s team must be behind the ball and the opposition must be behind the 22-metre line too. Falling to the ground with the ball without being tackled It is an offence to not make the ball available when on the ground. Any player who goes down must immediately get up with the ball (if not tackled), pass the ball, or release the ball. A penalty kick is awarded to the opposition for any infringement. Similarly, no player is permitted to lie on the ball, fall on the player with the ball, or fall on players lying near the ball. Hard Hits Tackle A tackle is defined in rugby union as the use of physical force within the rules to bring the ball carrier to the ground (one knee or both knees on the ground). It cannot take place when a maul is in process (see below).

However, to adhere to the rules, the tackler must ensure they then… Release the player after they both go to ground. Move away from the tackled player Get up before playing the ball Failure to do any of these will result in a penalty kick for the opposition. However, once tackled, the ball carrier must also do the following things; Release the ball by putting it on the ground in any direction immediately (or concede a penalty kick). This also means opposition players on their feet must have access to the ball. Not lie on the ball or near it, and must make it available as quickly as possible It is worth noting that a carrier can score a try if his momentum takes him over the try line, or reach out with the ball for the line. Should a player take the ball on, they must remember that they… Must be behind the ball if receiving it from a teammate Cannot be tackled by anyone on the ground Can take the ball from an opponent if he/she is reaching for the goal line Ruck A ruck is formed when one or more players on their feet come together scrum-like with the ball on the ground. Feet are then used to win and keep possession.

To maintain a ruck means adhering to a number of rules: The heads and shoulders of all bound players must be no lower than the hips, making the ruck appear like a raised scrum (Free Kick for any infringement) To ‘bind’ to a ruck means putting an arm around the body of a teammate – you cannot simply place a hand on another player (Penalty Kick for any infringement) Must try and stay on your feet and should not ‘ruck’ players on the ground (Penalty Kick for any infringement) To be onside during a ruck, you must ensure you are behind the foot of the teammate hindmost in the ruck. As such, you must join or leave the ruck from behind (Penalty Kick for any infringement) The ruck ends when the ball reaches either team’s goal line, or if it leaves the raised scrum. Should the ruck be made unplayable (not moving or the ball doesn’t leave the ruck quickly enough) by either side, a scrum is awarded to the offended team (defined as whoever moved it last).

Maul A maul is formed when the ball carrier is held by at least one opponent and a team mate in a scenario very similar to a ruck. It operates according to the same fundamental rules as a ruck but the ball is being held by a player, as he/she has not been tackled. The maul ends when the player with the ball leaves the maul or when the ball is on the ground or over the goal line. However, the maul cannot remain stationary for more than five seconds or the referee will deem it unplayable and award a scrum to the team not in possession of the ball. A degree of subjectivity is involved though as, if the referee can see signs that the ball is moving within the maul, it can be kept going for longer. Mark A player can only make a mark by being on or behind his/her team’s 22 metre line and cleanly catching the ball, then shouting ‘mark’. The referee signals the mark by blowing his whistle (similar to how things are done in Australian Rules Football). Once this has been done, the player is entitled to make an unimpeded kick and the opposing team must be at least 10 metres away.

This does not count at kick-off or with restart kicks, but does apply to drop outs. If the player who made the mark has his kick charged down, a penalty is awarded to his team. Touch To be in touch is to drift outside the parameters of the playing field. There are a number of regulations on legitimately putting the ball into touch: In touch When the ball leaves the playing area or the carrier touches/crosses the touchline, no matter how insignificant. The result is a lineout with the opposition throwing the ball in, except if the ball is put into touch as part of a free kick (in which case, the team who kicked the ball receive the lineout but the ball cannot go directly into touch unless taken in the 22). Kicking directly into touch When the ball does not land in the playing area first. If a kick is taken outside the 22 and it drifts directly into touch, there is no gain in ground to the team and an opposition lineout is actually taken where the ball was kicked. If the ball is kicked directly into touch while in the 22, there is a gain in ground and an opposition lineout is taken where the ball went into touch.

The quick throw-in Can be taken when the ball has gone into touch before a lineout has formed. However, for a quick throw in, the ball that went into touch has to be used and must travel 5 metres or more along the line before being touched or hitting the ground. Failure to do this correctly means the opponent receives the throw-in. The Lineout A lineout is formed after the ball has gone into touch and provides the safest way for both teams to contest the ball as it returns into play. The lineout is composed of two single parallel lines of players, each one representing one of the teams. The start of the lineout cannot be any closer than 5 metres from the touch line. There must also be at least a 1 metre gap between the two lines of players. Each line has to have two players minimum but the maximum number is decided by whoever takes the throw-in. All other players not involved in the lineout must be at least 10 metres behind the touchline. If the lineout is close to either side’s goal line then all the defending team not involved in the lineout must be on or behind that line. Failure to follow any of these rules will result in a free kick for the opposing team.

The throw-in is then delivered by one of the players. He/she must ensure that the ball’s trajectory is straight and enables both sides to contest the ball. However, there are a number of infringements which either side can make during the throw-in, most of which result in a penalty kick on the 15 metre line to the opposition: Moving into an offside position (crossing the line of touch, which is located between the two lines of players) Stepping across the line of touch Using an opponent as leverage when jumping for the ball Holding, charging or shoving an opponent during the throw-in Supporting a teammate below the shorts from behind or below the thighs from the front Free kicks on the 15 metre line can also be given in certain situations during the throw-in: Using a teammate as leverage when jumping for the ball Lifting a team mate to catch the ball Supporting a team mate before he/she has jumped (N.B.

Once the player has jumped, he/she may be supported in the air by a teammate but not before) Jumping or supporting before the throw-in Gripping a teammate below the waist before he/she has jumped Blocking the throw-in by being less than 5 metres from the touch line Failure to lower the supported player immediately after the ball has been received Using the outside arm alone to catch or deflect the ball (N.B. Must use both hands or the inside arm) Moving into the space between the 5 metre line and the touch line, then progressing to the opponent’s goal line before the lineout has ended Peeling off (leaving the lineout to catch the ball) before the throw-in has been taken Moving within 10 metres from the line of touch after peeling off, or remaining static after peeling off A muddy scrum Scrums A scrum is a frequent and necessary part of the game, used to restart play after a stoppage or certain infringements. A scrum is contested by both teams at the point where the stoppage/infraction took place. Each team contributes 8 players organised into three rows – the front row containing three players, the second row containing two players and the remaining players behind them.

The scrum is formed when these players interlock heads, engage with the opposition and proceed pushing against one another while one of the teams (dependent on which team caused the stoppage) puts the ball in. This is then contested by all scrumming players with their feet, as they attempt to hook the ball back on their side for the scrum-half (who delivers the ball) to retrieve and distribute. For more information on which players form a team’s scrum, see the section on ‘Positions in Rugby Union’. In short, the front row is made up of the two prop forwards and the hooker, the second row is composed of the locks, and the back row is typically made up by the two wing forwards and the number 8. To ensure the scrum engages properly, the referee marks the point where it must be formed. Before engaging, both teams’ scrums must be no more than an arm’s length apart. Then the front rows crouch (the referee shouting ‘crouch!’), ensuring each player’s head and shoulders are no lower than their hips (for safety reasons), and the props touch each other’s outside shoulder (the referee shouting ‘touch!’ and then ‘pause!’).

When the referee is satisfied, he/she will call ‘engage!’ and the heads of each front row player must interlock, ensuring they are not pressing against a teammate. Persistent infringements in this regard will result in a free kick for the opposition. After engaging, the scrum half must throw the ball in immediately after the referee calls him to do so, or face conceding a free kick. The scrum half also must throw the ball into the tunnel created by the scrum along the middle line, to ensure a proper contest. He/she will also hold the ball during the delivery with one hand on either point. Any backward movement applied to the ball, or any other failure to complete the above, will result in a free kick to the opposition. To make things even more complicated, there are a number of other rules to consider once the scrum is in action. Infringements will result in a penalty kick unless indicated: Offside (N.B. The offside lines are between the two teams of scrumming players and, for non-scrumming players, at the hindmost point of their team’s scrum.

The scrum-half is only offside if both feet are ahead of the ball though) Raising both feet and swinging for the ball Kicking the ball repeatedly out of the tunnel Intentionally collapsing the ball, either by lowering your body or twisting it Lifting an opponent in the air Kicking or handling the ball in the scrum Falling on the ball while it is coming out of the scrum Holding onto an opposing flanker for extra leverage Anyone not from the front row attempting to play the ball (Free Kick) Scrum-half making the opponent think the ball is out of the scrum when it is not (Free Kick) Bringing the ball back into the scrum once it has left (Free Kick) The scrum concludes when either the ball is out or when the scrum itself reaches either side’s goal line (when the ball can be touched down for a try), or if the last player in the scrum (usually the number 8) unbinds and takes the ball on. In-goal Both the goal line and the goal posts count as part of the goal area. Therefore, if an offensive or defensive player touches either with the ball in-hand, it must be called a try or a touch down respectively.

The term pushover try is occasionally heard and refers to the successful conclusion of a maul, scrum or ruck for the attacking team, with one player touching the ball down in the goal area after any of the above reaches the goal line. Try in touch If any part of the body is in touch when the ball is grounded, no try can be awarded and lineout is instead awarded to the opposition. However, this does not mean when the player is airborne, as in touch means contact on the ground beyond the touchline. American Football vs Rugby - Difference and Comparison | Diffen American Football vs. Rugby Diffen › Sports American football is a game played between two teams and consists of 11 players in each of the two teams, with unlimited substitutions. American football is a game of intense physical play with complex strategy to score points by advancing the ball to the opponent team’s end-zone. Rugby is best described as a blend of the contact of American football, the running of soccer , and the transition of basketball.

It is a game played between two teams with 15 players in each, played on a rectangular field, with the object being to run with an oval ball across the opponent’s goal line or kick it through the upper portion of the goal posts . Both the games differ in a variety of parameters. Comparison chart American Football versus Rugby comparison chart American Football 11 players per team on the field at any point of time Team consists of 15 players for Union Time limit Four 15-minute quarters, with a half-time intermission after the second quarter. The game clock stops frequently between plays. Two 40 minute halves with a ten minute half time. Clock only stops for prolonged injuries. Object of the Game Object of the game is to score points by carrying the ball beyond the opponents touch line. (Each such instance is called a touch down). Also scoring by kicking it between the goal post called a Field Goal. Object of the game is to carry the ball and place the ball down on the opponents touch line (called a Try) or kick it between the goal posts.

Major League National Football League (NFL) Major comps include"(domestic) super 15, Aviva prem, RFU, top 14, Nat league 1 & 2, rugby pro d2, ITM cup, currie cup, rebo pro d12, super 10, shut shield, NSW suburb rugby(+more) (internation) RWC, four nat, six nat, pacific nat, asian 5 nat(+more) Ball A prolate spheroid which is about 11 inches (28 cm) long and about 22 inches (56 cm) in circumference at the center and weighs around 0.875lbs. A prolate spheroid shaped football. The accepted international size is called the "size 5" and is approximately 27 cm long and 60 cm in circumference at its widest point and weighs around 1lb. Countries Worldwide What is it? American football is a game with intense physical aggression with players that have speed, power, and explosiveness that requires helmets and padding to be worn. Rugby is a game with intense physical aggression and necessary endurance that only requires a mouth guard for play.

Certain possesions require speed and agility, others require strength. Current World Champions New Zealand All Blacks (Rugby Union World Cup) Substitution Unlimited Up to 7 substitutions allowed (depending on the tournament rules) Once pulled out cannot be substituted back in unless there is an injury and no other substitutes. Player Size NFL player brandon banks 70 kg. (155 lbs.) was at one point 67 kg. (149 lbs.) is the lightest NFL player since 2010 while the largest NFL player was 162.3kg (358 lbs.) The largest running back is 122kg (268 lbs.) Brandon jacobs. The lightest rugby player to ever play international rugby was Gordon McGhie at just 58kg. largest rugby international bill cavubati (165.3kg) his heaviest at 201.7kg (442.5lbs).

Number of Umpires / Referees 3 to 6 referees plus booth review 4 referees including TMO (television match official) who declares tries valid or invalid via cameras for tries which aren't visible for the ref or caused after an illegal infringement and 2 assistant referees. Protective gear Helmet, Shoulder/Chest pad/protector, upper leg padding and mouthguard are rightfully required. Players are only allowed modest padding on Head, Shoulders, Collarbone etc. Only a mouthguard is required. Major Tournaments Rugby World Cup Field Length: 120 yards (109.728 meters) in total (100 yards (91.44 meters) of playing field, with two 10-yard (9.144 meters) end zones) Width: 160 feet (48.768 meters) 100 (120m if end zone "goal area" is included) meters long by 70 meters wide with 20-meter in try area.

Average contact per game Average tackles per game per player: 4 with highest recorded at 4600lbs (by sports science), consistent contact away from the ball with downfield blocking with contact as severe as a tackle. Average tackles per game per player: 16 - Average hit impact: 1600lbs. of force (recorded from members of the LA rugby team by sports science) Contents: American Football vs Rugby 11 References Differences in rules of Rugby and American Football American football : Each team has 11 players on the field at one time, with unlimited substitutions. Each team gets three time-outs per half. Play begins with a kickoff. Two teams line up opposite each other; they are usually lining up a “play from scrimmage.” Receiving player may run with ball or may pass it. Each team has to move the ball at least 10 yards within 4 downs. If they fail to do so, other team gets the chance. If they succeed they get 4 new tries to move the ball 10 yards further. The main object is to score points by advancing the pointed oval-shaped ball into the opponent’s team end-zone .

Rugby: A Rugby team consists of 15 players, divided into forwards and backs. Forwards are often larger and stronger players of the team having their main job to win the possession of the ball. The backs are usually smaller, faster, and more agile and exploit the ball possessions. The match begins with a kickoff and the teams compete for possession. The player of the receiving team may run with the ball, or kick it, or pass it to any other player laterally or behind him. Opponent player may tackle the ball carrier at any time. Other than tackles, scrummages, rucks, mauls, and lineouts, no other contact is allowed. Even dangerous tackles are not permitted and are penalized severely. Once tackled, the player must release the ball immediately so play may continue. Once a team has crossed the opposing team’s goal line and touched the ball to the ground, a try is scored (five points). After each try, the scoring team has the opportunity to score two more points with a conversion. Origin of rugby and football American football is said to have developed from rugby. British colonists from Canada are said to have brought rugby to the Americans. At that time the two were not as differentiated as now.

The origin of rugby in England goes back long into the 19th century and even earlier. In 1800's formalities were introduced to football rules in the seven major public schools of England.Handling the ball was permitted in football in the early 1800's when players were allowed to take a mark and then a free kick. The Rugby Football Union had been formed in 1871 by representatives of 21 clubs - all of which were located in southern England and most were within London. By the early 1890's rugby was widespread and well over half the RFU's clubs were in northern England. The working classes of the north of England and South Wales were particularly taken with rugby over football (soccer). Playing Field American football is played on a rectangular field 120 yards (110 meters) long by 53 1/3 yards (49 meters) wide. Near each end of the field is a goal line; they are 100 yards apart. A rugby league field is very similar, it is 120 metres long and about half that in width, there is a line across the field every ten metres.

Contact Sport The most significant differences between American and Rugby football are that in Rugby all players are allowed to handle the ball and any sort of blocking, forward passing, and time-outs are not allowed. Unlike American football, in case of Rugby any kind of screening and obstruction to players who do not have the ball is not allowed. This is the main reason why Rugby is much safer than American football. Unlike American football, only lateral passes are legal, and running and kicking can advance the ball. In American Football, one forward pass per down is permitted, so long as it originates behind the line of scrimmage. Protective Equipment in rugby and football In Rugby, there is lack of hard protective equipments such as helmet and padding. That’s why in case of Rugby players are also taught to tackle with personal safety in mind. In football, hard tackles are allowed which is why there is padding. Schedule and Cost Rugby provides for a more flexible schedule and less costly athletic team than professional football, hockey , or other options. Control In case of Rugby, players are concerned more about retaining ball possession rather than gaining yardage as in case of American football. Scoring A touchdown is the American football equivalent of rugby league's try .

Ironically, a try requires the ball to be 'touched down' to the ground, whereas a touchdown doesn't. In American football it is sufficient for the player carrying the ball to cause the ball to enter the end zone (in-goal area) while still in bounds, by carrying it in or holding the ball in or through the imaginary plane of the goal line. In rugby league the ball must be pressed to the ground in the in-goal area. An American football touchdown scores 6 points and a rugby league try is now worth 4 points. In rugby union a try is worth 5 points, the conversion is worth 2. Football vs Rugby Strategy American football is a game of set moves and counter moves (similar to chess ). On the other hand, Rugby is a more free-flowing spontaneous game. Geographical differences As the name suggests, American football is played in North America while rugby is played across the globe with prominence in South Africa, New Zealand, Australia and parts of Europe. References BBC News | SIX NATIONS | A beginner's guide to ... rugby laws Monday, 31 January, 2000, 15:23 GMT A beginner's guide to ...

rugby laws Other terms The game Duration: A game of rugby consists of two halves of 40 minutes with injury time added on at the end of each half. This is not as long as you might expect, because physiotherapists are often allowed onto the pitch while play continues. The referee: Signalling a penalty Players: Each side consists of 15 players, divided into eight forwards and seven backs. A total of seven substitutes are allowed for international matches. (There are also seven and 10-man versions of rugby union, played almost exclusively at tournaments.) Officials: There is one referee assisted by two touch judges, who mark where the ball goes out of play, adjudge kicks at goal and inform the referee of foul play. A fourth official controls replacements and substitutes. There is no video referee. Scoring The object of the game is to score more points than your opponents. There are a number of ways to achieve this. Try: A try is worth five points. It is scored when a player places the ball on the ground with downward pressure in the in-goal area between the try line and dead ball line of the opposition's half.

The try: Must have "downward pressure" Tries can be scored in a number of ways, other than running over the try line and putting the ball down. They include the pushover try, scored by driving the opposition's scrum back over its own line; the momentum try, where a player slides into the in-goal area; and the penalty try, awarded when a team illegally obstructs the opposition to prevent a certain try from being scored. There is no such thing as an "own try". If you touch the ball down in your own in-goal area, it results in a kick or a scrum. Conversion:If a team scores a try, they have an opportunity to "convert" it for two further points by kicking the ball between the posts and above the crossbar - that is, through the goal. The kick is taken from a point level with where the try was scored. Penalty kick:If a side commits a serious offence, a penalty is awarded and the opposition can take the option of a place kick at goal from where the infringement occurred. If successful, it is worth three points. Drop goal: A drop goal for three points is scored when a player kicks the ball from hand through the opposition's goal.

But the ball must touch the ground between being dropped and kicked. Moving the ball Passing: All passes in rugby must travel backwards. There are different varieties of pass, including the flat, direct spin pass; the short, close-quarters pop pass; and the floated pass - a long pass which an advancing player can run onto at pace. The tackle: There is no limit on the number of tacklers Kicking: Kicking forms a major part of rugby and is used to start and restart the game, score points, win territory, launch an attack or get a team out of trouble (known as a clearance kick). If the ball is kicked directly into touch by a player from behind his own 22m line, the resulting lineout is taken where the ball crossed the touchline. But if he is outside his 22, the lineout is taken level with the place from where the ball was kicked (except in the case of penalties). Players must be behind the kicker for all set piece kicks, such as kick-offs.

But if a kick is made in loose play, then players can be in front of the kicker, although they must not advance towards where the ball is going to land until the kicker has put them onside by getting in front of them. Players use a wide range of kicks, such as the high, hanging up-and-under/garryowen/bomb; the end-over-end grubber kick; or the speculative chip-and-chase. Tackling: Only a player in possession of the ball can be tackled. American football-style blocking is not allowed. A tackled player must release the ball after he hits the ground. Neither he nor the tackler can play the ball until they are on their feet. It is illegal to high tackle above the shoulders, or to "spike" a player by deliberately upending him onto his head. The same goes for the late tackle - taking the player after he has passed or kicked the ball. It is also illegal to punch, gouge, stamp on or kick another player. Heavy tackles are colloquially known as dump tackles, while an attempt to prevent the ball being released quickly is sometimes called a smother tackle.

Other terms: Hand-off - a player in possession of the ball fends off a tackler with the flat of his hand; Dummy- sending a defending player the wrong way by faking a pass; sidestep or jink escaping a tackler by stepping around him. Knock-on/knock-forward: The ball goes forward off the hands or arms of a player and hits the ground or another player. Results in a scrum with the put-in to the opposition. Forward pass: The ball fails to travel backwards in a pass. Scrum to the opposition. The knock-on: The ball is knocked forward Ball not released: When the ball becomes trapped in a pile up of players, a scrum is awarded to the attacking team if the ball is in contact with the ground and to the defending team if it is held up off the ground. Scrums can also be awarded if the ball is not thrown into the line-out straight; a restart kick is done incorrectly; the ball is thrown into the lineout incorrectly; a player carries the ball over his own try-line and touches down in-goal; for accidental offside; or a scoring player fails to ground the ball properly in the in-goal area. Offside: Hideously complicated.

Basically, players not involved in rucks, mauls, scrums or lineouts must remain behind the back foot - that is, behind the last attached player. Penalty: Penalties are awarded for serious infringements like dangerous play, offside and handling the ball on the ground. It is signalled by the referee with a straight arm raised in the air. Players can also receive red and yellow cards, as in football. The offending team must retire 10 yards for both penalties and free kicks. A team can either kick for goal, run the ball or kick directly into touch with the resulting line-out awarded to them. Free-kick: This is a lesser form of the penalty. A team cannot kick for goal (unless it is a drop goal). The normal 22 rule applies for kicking for position from a free kick. It is signalled by the referee with a bent arm raised in the air. Set play/set pieces Scrum: The eight forwards from each team bind together and push against each other. The scrum-half from the team that has been awarded possession feeds the ball into the centre of the scrum from the side most advantageous for his hooker.

The ball must be fed straight down the middle of the tunnel and the hookers must not contest for the ball until it is put in. If they do, a free-kick is awarded for "foot up". The scrum: The number eight makes the gain line The scrum is taken again if the ball comes straight out of the tunnel; or it wheels more than 90°; or it collapses. Lineout: A maximum of seven and a minimum of three forwards line up parallel with each other between the five-yard and 15-yard lines. The hooker of the team in possession throws the ball in, while his opposite number stands in the "tramlines" - between the touchline and the five-yard line. All players not involved in the lineout, except the scrum-half, must retire10 yards. The ball must be thrown in straight down the middle of the lineout and the hooker must not cross into the field of play while throwing in. Jumpers can be lifted by their team mates, but the opposition's jumpers must not be obstructed, barged or pulled down.

Loose play Ruck: A ruck is formed when two or more players from opposing sides arrive at a breakdown in play and the ball is on the ground. Maul: A maul is essentially the same thing, but the ball is held off the ground by a player. Restarts Kick-off: A coin is tossed and the winning captain elects to take or receive the kick. Both halves of the match are started with a place kick from the centrepoint of the halfway line. The kick must cross the opposition's 10-yard line, which the opposition are not allowed to encroach beyond until the ball is kicked. If the ball does not travel 10-yards; or it goes straight into touch; or it goes over the dead ball line at the end of the pitch the receiving team can opt for a scrum or a kick again. After a score, the game is restarted from the same place under the same restrictions, with the conceding team drop-kicking the ball to the scoring team.

22 drop-out: A drop-kick is taken from the 22m line if a team touches down in its own in-goal area, but did not carry the ball over the try-line; or if the ball is kicked over the dead-ball line from any other play than the kick-off. The ball only needs to cross the line, but if it goes directly into touch a scrum is awarded to the receiving team at the centrepoint of the 22m line.

Question: Which sport’s pitch has a 22-metre line in each half?
Answer: Rugby Union